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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 387041 times)

stabbymcstabstab

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Re: Wands Race - [Arstotzka]
« Reply #885 on: April 26, 2017, 06:45:00 am »


Quote
3Plant Manipulation. Tyrant, RAM, Stabby
2Antimagic bombs Andrea, 10ebbor10
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Andres

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Re: Wands Race - [Arstotzka]
« Reply #886 on: April 26, 2017, 08:09:18 am »

What is wrong with you all? We get an up-front statement from our ground commander that if we make crystal weapons work again we will win, and what do I see? People faffing about with plants. If you're scared about the jungle going away, there are easier ways of dealing with it than inventing an entirely new and unfamiliar form of magic. We could do as our commander is nigh-begging us to do and push them out with crystal weapons before the jungle disappears. We could also use our Design phase to develop mass combat strategies and tactics, which would also boost our ability on the plains.

For now, I will vote for doing what we are being told extremely explicitly is the best way to secure victory. Seriously.

Make crystal weapons continue working.

Quote
3Plant Manipulation. Tyrant, RAM, Stabby
2Antimagic bombs Andrea, 10ebbor10
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres

Steal the expense credits. We have superior armour, superior melee weapons, and superior squad tactics, so stealing it should be possible, even if Moskurg tries to get it too.

Glory to Arstotzka.
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Azzuro

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Re: Wands Race - [Arstotzka]
« Reply #887 on: April 26, 2017, 08:17:30 am »

Did everyone really need to tell the enemy about our antimagic charms in the battle reports. I can't say it was wrong, they do add some lovely flavour, and we got a revision out of it which is nice... but in a couple of turns they will have sound guns that shatter quartz and all we will have is dignity, good looks, and a smashing sense of style, and, well, maybe that will be enough?

I didn't think the reports would be posted to the other side as well, else I wouldn't have written that. Anyway, at least now we know their antimagic spell is named Tubikh Rrahim, though not sure what use that would be.

On the turn:
-the new armour is worrying. It's officer limited for now, but they may revise it down to normal cost.
-Jungle deforestation: basically it's the GM telling us to hurry up and finish them off already, else our chance to do so may slip away forever.
-while admittedly hilarious, was there any reason at all to do Fog training? I don't recall that our units were ever said to have a disadvantage working in fogs.

>install steam engines in the jungle to create hot steam, bringing the climate back to normal jungle. (10th century ecology!)

Quote
3 Plant Manipulation. Tyrant, RAM, Stabby
3 Antimagic bombs Andrea, 10ebbor10, Azzuro
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres

Voting for the antimagic bombsarrows because they're most likely to bypass the new Moskurg shields. They'll force Moskurg mages to either overpower the charms and be surrounded by a bunch of fires, or spend effort to uproot and replant their tower shields elsewhere, in the process exposing themselves to archer fire.

I would really rather implement our steam engines, but those provide a far more delayed effect to our combat in the jungle, which has just become time-sensitive. As for plant manipulation, while it sounds cool, it can wait until after the steamships are in play. We have enough half-finished spells as it is.

Also, what should we do about the trader? evictedSaint, from your writing it sounds like the trader has only approached us as he's in our harbour, but can we ask him if he's approached the Moskurgians as well?

Anyway, I think we should either sell him the Wand of Fireballs for shitloads of gold, or impound his ship for failing to comply with section-94-subsection-iii-clause-3a-amendment-4 of the Arstotzkan Harbor Tax Declaration. Before you go all "WTF!" at the thought of selling him the enormously powerful thing we only have one of, consider this: It's obsolete, we haven't used it for countless turns since Myark is busy with the Tower of Frost, we've already gotten many fireball-derivate magics such as firewalls, smaller fireballs, fire wasps out of it, and we've got clear expertise in making magical objects as well, such as the charms and gem-anchored crystals. In short, both the 'wand' and 'fireball' aspects we have down pat, so why not sell it off since we're not using it?

Also, the wand is the most attractive thing to sell. The Tower is obviously out of the question, and Antimagic Charms would be pretty useless as there aren't any magic-users outside of Forenia. Crystal weapons are cool, but definitely can't beat fireballs for flashiness.

The other option is to take a gamble and seize his ship. Remember, he's a trader, and war is good for business - chance are he'll pay for whatever we sell him and sell it on to Moskurg for double the price. Although, this could be worth it if Moskurg takes a several-turn detour down fire magics. Although although, we probably don't want to mess with a guy who sailed across two oceans in a tenth-century ship.

Comedy option: convince him the steam engine is magical (it sort of is!) and sell him that instead. Then thirty years later, as Forenia is finally united, watch the Song dynasty invade Forenia with steam ironclads, having conquered the rest of Eurasia with steam power.

EDIT: Andres, I want to get our crystals working again, but how? Antimagic crystals don't seem likely to work, as that's essentially what we tried multiple times in the course of making the charms.
« Last Edit: April 26, 2017, 08:20:40 am by Azzuro »
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United Forenia Forever!

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #888 on: April 26, 2017, 08:33:23 am »

We could create anti-magic mines.

A crystal vessel, filled with water and the simple firewall spell we use for our steam engine. The water is boiled to steam by the flame, and the moment a Moskurgian dispeller comes close, both crystal and flame disappear. The steam remains however, boiling them alive.

Quote
Make crystal weapons continue working.

This suggestion ignores the actual issue. Remember, what crystal equipment do we have? We have the crystal axes, and the crystal lances.

The axes are not that important. We have both swords and normal axes to replace them, neither of which is too inferior.

The lances are the issue. Without a lance as primary weapon, our heavy cavalry has trouble making a big push. However, we're in the jungle, so cavalry is not entirely dominant.

So, crystal weaponry is not as important as the reports make it seem. A revision to our lances should be enough to get those in the fight, no need for an entire design.

That said, opening a new field of research and hoping for immediate results is not the smartest move on can make.




You are forgetting that the enemy have anti-magic staves. Animated jungle plants can not reach them, the snimation spell would stop dhort of target. Only spells that are cast from a distance and then continue non-magically will work.

Eh, they only use anti-magic during melee as far as I can tell, and plant magic would be great during routes and skirmishes. It can be used quite defensively as well (walls of trees and vines suddenly appearing just outside the range of their staffs, poison ivy growing over their encampment while they sleep, thorny bushes sprouting up around their horse archers feet. The possibilities of this school of magic are pretty large if we choose to pursue them).

And if they use the antimagic to stop us moving the plants (which as far as I can tell won't undo what we've already done), then we can send in wasps. They'll have to stop casting the anti-magic and start casting wind. When they do that, we hit them with more plants. Their own antimagic will prevent them from stopping us.

You are assuming you will get all that. You won't.

The idea that we will be able to Make fortifications, use plants offensive in battle, use plants offensively in skirmishes, use plants ecologically to revise the forest is way to optimistic.

It's new research, you'll be lucky if you get a petunia to bloom.

Oh, and the Wasp plan relies on there being no more than 1 Moskurgian mage. That is not the case. A single Moskurgian can blow wasps away from many places. If wasps were an effective counter for antimagic, we'd already be using them.

« Last Edit: April 26, 2017, 08:49:56 am by 10ebbor10 »
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FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #889 on: April 26, 2017, 08:58:30 am »

Comedy option: convince him the steam engine is magical (it sort of is!) and sell him that instead. Then thirty years later, as Forenia is finally united, watch the Song dynasty invade Forenia with steam ironclads, having conquered the rest of Eurasia with steam power.

+1.
~~~
+1 to Antimagic Bombs.

I figure once the plants die off, we mind control their horses.
~~~
Quote
3 Plant Manipulation. Tyrant, RAM, Stabby
4 Antimagic bombs Andrea, 10ebbor10, Azzuro, FallacyofUrist
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres

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A Thousand Treasures (And You).

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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #890 on: April 26, 2017, 09:25:34 am »

Quote
can we ask him if he's approached the Moskurgians as well?

Due to the language barrier, it's not entirely clear whether he understands you.  He only speaks two languages: some weird choppy foreign tongue, and business.

andrea

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Re: Wands Race - [Arstotzka]
« Reply #891 on: April 26, 2017, 10:39:33 am »

I like that plan for steam mines. Can even be used for explosive ammunition and similar. Will definitely have to keep that in mind.

Tyrant Leviathan

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Re: Wands Race - [Arstotzka]
« Reply #892 on: April 26, 2017, 10:57:13 am »

Changing vote to anti magic bombs.

Tyrant Leviathan

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Re: Wands Race - [Arstotzka]
« Reply #893 on: April 26, 2017, 10:59:21 am »

Did everyone really need to tell the enemy about our antimagic charms in the battle reports. I can't say it was wrong, they do add some lovely flavour, and we got a revision out of it which is nice... but in a couple of turns they will have sound guns that shatter quartz and all we will have is dignity, good looks, and a smashing sense of style, and, well, maybe that will be enough?

I

On the turn:
-the new armour is worrying. It's officer limited for now, but they may revise it down to normal cost.
-Jungle deforestation: basically it's the GM telling us to hurry up and finish them off already, else our chance to do so may slip away forever.
-while admittedly hilarious, was there any reason at all to do Fog training? I don't recall that our units were ever said to have a disadvantage working in fogs.

>install steam engines in the jungle to create hot steam, bringing the climate back to normal jungle. (10th century ecology!)

Quote
2 Plant
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres



Edit: Sell Crystal axes. We do not need them.
« Last Edit: April 26, 2017, 11:28:42 am by Tyrant Leviathan »
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Roboson

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Re: Wands Race - [Arstotzka]
« Reply #894 on: April 26, 2017, 11:10:41 am »

Honestly we could sell the trader a boatload of crystal weapons. He doesn't know that they expire and they're probably the finest weapons in the world right now (since they're hard as steel and light as a feather). By the time he realizes they eventually disappear, he'll be long gone.
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10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #895 on: April 26, 2017, 11:13:09 am »

+1 to Magic Axes sale.
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Roboson

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Re: Wands Race - [Arstotzka]
« Reply #896 on: April 26, 2017, 11:37:48 am »

Can someone direct me to the post on antimagic bombs? It sounds like a sweet name, but as 10ebbor10 pointed out, with all new magic it's likely to suck at first. And it certainly seems that this is far and afield of what we know. We barely got antimagic working enough for our officers to be protected, and now we're going to weaponize it? In a bomb (which haven't been invented) no less?

Edit: Also if he won't buy the axes, steal his money.
« Last Edit: April 26, 2017, 11:52:49 am by Roboson »
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10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #897 on: April 26, 2017, 12:34:53 pm »

Quote
Antimagic bombs
 An oversized arrowhead made of quartz, composed of many facets of miniaturised antimagic crystal. It contains a core of explosive antimagic charm with spines extending outwards to draw the initial magic to itself. These need to be stored with a proper antimagic charm as they will explode after relatively little contact with active magic. The effect is that should they strike a hard surface, they will tend to scatter antimagic facets around the area. Should they strike a soft surface, they will explode relatively soon due to contact with ambient magic and scatter antimagic facets around the area. This will consume the magic in a large(compared to the charm's coverage) area making conventional spellcraft impossible for a short time before the tiny crystals become overloaded and burst into flame, creating an incendiary hazard. forcing enemy wizards to relocate during a heated battle can only be of benefit.
The bombs themselves are a very simple act of putting an antimagic charm on an arrow. The actual magic development here, of course, is the magically-stimulated growth of quartz into specific forms. Many mathemagicians died(Well, missed sleep and were called nerds) to bring us these plans.

It's all pre-existing technology.

We had exploding magical charms, we have arrows, we have non-exploding magical charms.

The bomb is a confusing name, TBH.
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #898 on: April 26, 2017, 01:16:44 pm »

SOrry about the revealing our charms stuff.

10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #899 on: April 26, 2017, 01:34:19 pm »

Well, let's hope they didn't notice.

On a side note, next time, let's try to introduce some plausible, yet non-existing technologies.
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